Volkard Abendroth wrote:
This is true, however sohei do not get a large wisdom to damage, like the Evangelist of Erastil archtype.
I have an idea for a "Dragonpig" build. Wereboar skinwalker Bloodrager X/Dragon Disciple 4. Strength build, with extra feature feat. This should net you a gore, 2x hoofs, 2x claws and a bite attack as early as level 6. and +4 str as of level 9. Furious Viscious Amulet of Natural Armor, possibly cloak of the mantaray, for an extra attack and a bump to your damage. Use your arcane spells to buff yourself. Could be a fun idea.
I would do halfling Ispired blade (can have reach with the blue scarf), use Fencing Grace, Risky Striker and Power Attack or Piranha Strike (if you have the effortless lace). I would combo your reach with the following feats/weapons Combat Reflexes and One Handed Weapon trick, fortuitous weapon property. You will be an Attacks of opportunity machine. Iron Will/Indomitable faith to make up for that garbage will save. Add more weapon focus/specialization/great versions when wanted. Those are my tips.
I don't think youll have too many problems, since the fire resistance should be minimal compared to your huge amount of fire damage. Have you considered doing a Shadowfire Kineticist (my flavoring of a fire/void). I think it could be an interest combination and theres maybe only one or two things immune to both fire and negative energy.
Chromantic Durgon <3 wrote:
If he is allowed to use 3rd party material he could do mythic empower and maximize.
I wanted to come in here and post my characters death Name: Aras
Spoiler: Ripped apart by a full attack, felt like there were 20 attacks :(, displacement was not in my favor, only blocked like 2 hits! For having like 230 health, i got demolished with like 280 damage.
SillyString wrote:
Why is it a bad idea, should work for a mythic vital strike build. Also, a +1 with 4 burst properties could be fun a crit fishing mythic vital strike build :P.
Worship Erastil, take Deific obedience (Erastil), retrain 6 levels to Evangelist of Erastil. Take 3 more levels of Evangelist. Profit from Wisdom to damage with longbows at level 14 (within 30 feet), and Dex + Wisdom to hit within 30 feet. Then continue to pump wisdom and eventually you can make all the enemies cry with your 9 attacks around (including ki point and haste/haste boots). With capstone power you could spend the standard action to activate at the start of combat and then move (or fly) into position in order to lay down some serious damage in round two.
Ferious Thune wrote:
I did something similar, except I did Unchained Rogue 3/Slayer X. Focused on Greater Two Weapon Feinting, because of the fighting fans bonuses to feint. At level 17, with a BAB of 16, and all of the feats. Your full round can look like 1 Feint Check (if successful, all following attacks that round are against the targets flat foot [yay sneak]), 3 main hand attacks, 3 off hand attacks, a rend and possible a haste attack. Don't forget the swift action activation of study target. Most things haven't lived past one round with this character. Still does great damage with dex to damage and piranha strike thrown in there even if you can't get sneak attack off.
I specifically didn't do Two Weapon Fighting because I wanted to be able to cast spells if i needed to. Doing one full round of buffing (swift to startoss, and then standard action divine favor, moving into a favorable position), is easier then two rounds of buffing, or could fervor another spell next round. Its important to note, startoss style is a standard action, so its great if you need to move and not full attack. It needs you less attacks, but the bouncing starknife is awesome in my mind. You also can't cast spells as a standard action if you don't have a hand free (save arcane bond). So its more feasible in my opinion to not have to worry about two weapon fighting, and also don't have to dish a whole bunch of money into a second weapon. Also I put Piranha strike in there, because sometimes you will be forced into melee, and you won't be getting point blank master on this build. Deadly Aim/Piranha strike grant the same bonuses (one melee and one range), so easier to keep track of things on paper.
I did a similar character and found I was short on feats. I would ditch TWF if you want to cast non-fervor'd spells. Here was my build using Molthuni Arsenal Chaplain archtype. Feats:
Bonus (1) Weapon Focus (Star Knife)
using Favored Class Bonus for extra Feats on Human: Bonus (6) Quickdraw
Gonna drop some more ideas for you. Treat: Magical Lineage (Good Hope) Feat: Encouraging Spell (in place of Weapon Focus) Items:
PFS only usually has a couple of combats a session. A strong opening round for this kind of character would be to haste as a standard action and then to cast encouraging good hope which is normally a full round action, using the quickened rod so that it becomes a swift. This allows you to use a move action to inspire courage. The gloves of spell storing lets you store/retrieve your bow and the quicken rod as free actions. At 11 this becomes +3 competence bonus from inspire courage and +3 from the encouraging good hope on top the haste. Ain't no one going to turn their nose up at that. This also leaves you open to full round attacking for the rest of combat. This is an expensive combo to pull off, but I am pretty sure you'd be at the top of everyone's list of people to play with. Note that magical lineage/encouraging spell also works well with Heroism, but not as well as good hope.
Would you consider Warpriest/Evangelist of Erastil? 3rd Boon (which can be achieve by 14) for Erastil adds Wis to hit and damage when using a longbow. This is your casting stat so should be decently high anyway. Having a 20 lets say (14 + 6 headband), nets you +5 hit and damage to things that get close to you. Not to mention more skills, and only a one level delay on everything else.
I have one these, I will show you my build. Molthuni Arsenal Chaplain: Feats:
Bonus (1) Weapon Focus (Star Knife)
using Favored Class Bonus for extra Feats on Human: Bonus (6) Quickdraw
Selvaxri wrote:
I have a Sylph Aerokinetist in society play from a boon last season. (Level 15 now) He demolishes just about everything despite the con dump. I just maxed it out so he still started with a 16. The elemental overflow is really the bulk of a kinetists damage.
Hi guys, My buds and I had a day of gaming this past weekend using the guild rules. I had a couple of questions. Scenario 0-1 has 6 adventures in it, do you have to advance to tier 2 after completing 5 of the 6? We completed all of the adventures, as the guide I believe said you had to finish all of the adventures in the scenario to get the scenario rewards, and the die bump. I am just looking for clarification as to where we should be at now for taking all of the rewards for that scenario. I figure we are either suppose to be just starting Tier 2, or one game into tier 2 (receiving the skill feat). Looking ahead to 0-2, there are only 4 scenarios. Do you get the die bump for completing all 4 scenarios, or do you have to complete 5? (all 4 adventures + 1 from somewhere else) Any clarification is welcome.
My Top 10 with my favorite Archtypes: 1. Witch (Winter Witch) - I love everything about the witch. Their debuffing capabilities of their hexes and their flavor and different spells they can differential themselves with their patron spellcasting. 2. Bard (Arrowsong Minstrel, Arcane Duelist) - Even Vanilla bards can be built a variety of ways, but its the quality of archtypes that really set this class apart for me. Normally only a few of them stand out for me, Bard has many incredible ones for whatever style of play you want. 3. Oracle (Spirit Guide, Dual Cursed) - There is a lot to love about Oracles. With the increasing number of mysteries, Oracles could fit into any party (Shadow/Wind for Roguish, Fire for blaster, Waves for debuff, Metal/Battle/Wood for Heavy hitters/Ranged, to name some examples) 4. Swashbuckler (Inspired Blade) - I love a dex based full martial. Dexterity is probably my favorite stat in a game, and all of the cool tricks swashbucklers gets to use really appeal to me. 5. Kineticist (Vanilla) - I love the flavor of a bender. They only need a few feat's to really be effective characters. Con based casting is fantastic too. 6. Warpriest (Molthuni Arsenal Chaplain)- So much flavor, and swift action casting makes them great Martials. So many great characters run through my mind when I think of Warpriest options. 7. Sorcerer (Wildblooded) - Spontaneous caster for arcane spells. I just like arcane magic more in general then divine. 8. Slayer (Vanilla, Stygian Slayer) - Lots of great flavor in this hybrid class. I love studied target aspects but I also like that they get a mix of rogue and ranger talents and sneak attack, with full BAB. Easily the best option in my opinion for two weapon fighting builds. 9. Psychic (Vanilla) - I was waiting for a class like this. I love the idea of psychic magic and the psychic didn't disappoint. The undercasting mechanics are great, also I really enjoy their overall spell list. 10. Rogue (Unchained) - They fixed a lot of the rogues problems. However I feel like its hard to go past 4 or 5 levels of this before jumping over to Slayer (which I feel is the better option for late game). However it definitely stands on its own without Slayer around. Least Favorite Classes: 1. Summoner (Chained/Unchained) - I hate summoning, by far my least favorite aspect of the game. Having an additional character, let alone several to keep track of detracts from the game unless its the most skilled players. In most cases it just frustrates me. 2. Cleric - I am not a big fan of prepared spellcasting in most cases. I just fail to see what a cleric can do that a specialized Oracle can't do better. 3. Gunslinger - Not really a fan of guns in a medieval setting. I love ranged combats (probably my favorite kind), but with a bow or crossbow. That said Bolt Ace is an archtype I would consider playing/ 4. Rogue (Chained) - So much has been made apparently wrong with this class without additional resources. The game has shored up a lot of weaknesses over the years, but it requires a lot of investment to be as effective as other classes. 5. Cavalier - Not as bad as Summoner, I probably wouldn't use the mount much, but its been a deterrent for me from playing one. There are archetypes that trade it away, which I probably would consider. 6. Medium - this is the one Occult class I can't seem to get behind. I feel like its pretty versatile, but I find it needlessly complicated. 7. Monk (Chain/Unchained) - I like the idea of a Monk, but I am not a big fan of its execution in either style. I do love the Zen Archer (quite possibly my favorite archtype in the game), but that is really the only appealing think about a monk to me. 8. Magus - I don't really dislike this class, I just don't like playing the class with people. It requires too much explanation unless you are playing with long term players with lots of experience. 9. Druid - The better option here for me is a domain, rather then animal companion even though in most cases its the weaker one. I love the flavor of druid spells. I just find them less flashy then arcane spells. 10. Fighter - They are great for sheer damage, I just don't find them particularly flavorful. Honestly recent resources have made these much better, especially Vanilla fighter. There is just nothing more to it then sky high damage in most cases though.
We are in the process of trying to get more people in our lodge interested in the game. I don't feel the need to go buy 2 to 5 more class decks so people can try out organized play when the base sets should be just as good. One of the point of pregens are for new players to use to learn the game, and the people running the game shouldn't have to buy more class decks to accommodate that, I guess thats my point. Therefore I was hoping the base sets of each season could have pregens created (or the ones in guide of each box set be legalized as pregens), so more people can try the game.
By hexing trait, you mean the first one where she can recharge a card to lower check difficulties on barriers? I agree, I think its a powerful trick. However, if one were to go winter witch, would it be worth investing 4 power feats into it in order to reduce checks by 3+ adventure deck (eventually thats 9 :O), and allows you to ignore cold and fire immunes, also lets you effect monsters? I think its probably worth it to grab all of the enhancements, with grabbing the ability to hex monsters first. im not so much of fan of her second power, and not worth the feag investment, however i o like her add cold trait and use arcane skill for dex/acro non combat checks.... Would daji allow her to recharge wands though? they count as playing a spell but they are an item.
I would say turn your level 8 Cleric into a Cleric 5/Diabolist 3, just cause its cool, and turn his fire based spellcasting into Hellfire, to to mention he can have an imp familiar and he can give him some wands to go around healing the sorcerer and him, or try to screw over the the party with wands of grease.
Hi again, I know some of you helped me when I questioned regarding ships earlier this week. My next question is, when I move in to the first expansion the Wormwood mutiny, how many of those cards do I use when setting up one of the scenarios? They have a 1 listed on them, do I just mix them in with the B and C cards at that point and pick from all of the cards when setting up the location decks? If this is the case, does that continue into the later expansions 2-6?
So I want to do an example: Merisels Turn: Everyone is at Shark Island, so Merisel is pilot. Merisel goes to Ale house, Lem and Oloch follow, where as Feiya stays on Shark Island. Is the ship now at the Alehouse? Or next round when it is Feiyas turn is she the pilot and now magically back on the ship if she decides to move else where?
Hi there, I am relatively new to the pathfinder card game (i have only played a couple scenarios in rise of the runelords previously), we just purchased the skull and shackle box set but the whole ship angle confuses me. Who is in control of the ship at any given point? How does one move the ship/anchor it? So I need to move the ship card, or is there a token as to where its currently docked? Can people move to other locations when not on the ship? How important is the ship mechanic to the game and is it worth playing a character that benefits more from it? Probably lots more questions to come since I could not seem to find a comprehensive guide to figure out how it works.
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